Martial Multiclass Feats


Shinobi Manuvers [Ki]
You may use your Ki to perform and manipulate your martial maneuvers.
Prerequisite: Ki power, one martial maneuver
Benefit: You gain Knowledge (martial lore) as a class skill and your initiator level increases by 1, to a maximum equal to your Hit Dice. You may perform any one of your known maneuvers as if it were readied and available for use, by spending a daily use of your Ki power as part of the action needed to initiate the maneuver normally. Using the feat in this manner does not actually ready or expend any of your maneuvers.
  Alternatively, as a full round action that does not provoke an attack of opportunity, you may temporarily exchange one maneuver you know for another maneuver for which you meet the prerequisites, so long as you still meet the prerequisites for all known maneuvers. As part of this action, you must spend a number of daily uses of your Ki power equal to the level of new maneuver. You may only have one such exchange in effect at any one time. Dismissing the effect of this exchange is a free action.

Manaspark Manuver
You can expend your spells to perform any maneuver you know.
Prerequisite: Ability to cast 1st level spells, one martial maneuver
Benefit: Your initiator level increases by 1, to a maximum equal to your Hit Dice. You may perform any martial maneuver you know, even if it has been expended or hasn't been readied or granted, by expending a spell slot equal to or greater than the maneuver's level. This spell slot is used as part of performing the maneuver itself. Using this feat does not actually expend or ready any of your maneuvers. When performing a martial maneuver in this manner, you may do so with an initiator level equal to the caster level of the spell slot used, to a maximum equal to your Hit Dice.

Manifested Manuvers [Psionic]
You can use your power points perform and manipulate your martial maneuvers.
Prerequisites: 1 or more psionic power points, one martial maneuver
Benefit: You gain Knowledge (martial lore) as a class skill and your initiator level increases by 1, to a maximum equal to your Hit Dice. You may perform any maneuver you know, as if it were readied and available for use, by spending a number of power points equal to the maneuver's level as part of the action needed to initiate the maneuver normally. This use of the feat does not actually expend or ready any of your maneuvers known.
  Alternatively, as a full round action that does not provoke an attack of opportunity, you may temporarily exchange one maneuver you know for another maneuver for which you meet the prerequisites, so long as you still meet the prerequisites for all known maneuvers.  As part of this action, you must spend a number of power points equal to 2 * the level of new maneuver - 1. You may only have one such exchange in effect at any one time. Dismissing the effect of this exchange is a free action.

Defiant Defender PrC

Used as bodyguards and point soldiers, these individuals are often highly trained and motivated to make sure enemies have to get through them first.  Capable of anticipating and reacting to danger at a moment's notice, they are also adept at measuring up a situation and those involved.

ENTRY REQUIREMENTS
To qualify to become an defiant defender, a character must fulfill all the following criteria.
Base Attack Bonus: +5
Skills: Listen 4 ranks, Spot 4 ranks
Feats: Combat Reflexes and one other feat from the list of bonus fighter feats

Level Base
Attack
Bonus
Fort
Save
Ref
Save
Will
Save
Special
1st +1 +2 +2 +2 Defensive Harrier, Battle Reactive, Steady
2nd +2 +3 +3 +3 Holding Ground, Elude Touch, Mean Lunge
3rd +3 +3 +3 +3 None Shall Pass, None Shall Flee, Proactive
4th +4 +4 +4 +4 Defensive Bulwark, Interference, Sure Grasp
5th +5 +4 +4 +4 Fearsome Display, Loyalty, Contingency Plans  
6th +6 +5 +5 +5 Impetuous Endurance, Intercept Style
Hit Die: d12
Class Skills (4 + Int modifier per level): Balance, Climb, Escape Artist, Intimidate, Jump, Listen, Perform (weapon drill), Search, Sense Motive, Spot, Swim, Tumble.

CLASS FEATURES
All the following are class features of the defiant defender prestige class.
Weapon and Armor Proficiency: Defiant defenders gain no proficiency with any weapon, armor or shield. 
Defensive Harrier (Ex): As far as a defiant defender sees fit, any number of opponents he threatens suffer a penalty equal to his class level on all skill checks, as well as on all attack rolls made against targets other than the defiant defender himself and his gear. For each size category an opponent holds over the defiant defender, the penalty they suffer is reduced by 1 to a minimum of 0. Opponents become aware of this effect while they are aware of being threatened.
Battle Reactive (Ex): A defiant defender gains a bonus to initiative equal to his class level. He may also add the same number to the amount of attacks of opportunity he can make in one round.
Steady (Ex): Whenever a defiant defender uses a standard action to perform or ready a move action or any other action that involves making a melee attack roll, he may then assume the penalties and benefits of fighting defensively until the start of his next turn. Any penalty a defiant defender suffers on attacks of opportunity due to fighting defensively, is reduced by an amount equal to half his class level (rounded down).
    Alternatively, if the standard action is used to perform or ready a move action only, the defiant defender may then assume the penalties and benefits of a total defense (instead of fighting defensively) and still make attacks of opportunity at a -10 penalty, reducing that penalty by an amount equal to his class level.
    In either case, a defiant defender with the Combat Expertise feat, may use it as part of this ability.
    A readied action occurs just before the action that triggered it, and if the triggering action then provokes an attack of opportunity from the defiant defender, he may make that attack of opportunity normally.
Holding Ground (Ex): Starting at 2nd level, a defiant defender gains a bonus equal to half his class level (rounded down) on Escape Artist checks and on opposed rolls to escape a grapple, avoid a sunder attempt, and to resist bull rush, overrun, feint, demoralize, disarm and trip attempts made against him. In addition, the defiant defender gains an equal dodge bonus to AC against charge attacks and attacks of opportunity made against him.
Elude Touch (Ex): Starting at 2nd level, a defiant defender's instincts begin to supersede his intellect, alerting him to danger from touch attacks (including rays). He gains a bonus to Armor Class against all touch attacks equal to half his class level (rounded down); however, his touch AC can never exceed his Armor Class against normal attacks.
Mean Lunge (Ex): By 2nd level, a defiant defender may use the Intimidate or Perform (weapon drill) skill as a move action, in an attempt to demoralize a single foe he threatens. This effect lasts for a number of rounds equal to half his class level (rounded down) or until the affected foe witnesses the defiant defender rendered helpless or dead. This is a mind-affecting ability that does not stack.
None Shall Pass (Ex): Starting at 3rd level, whenever a defiant defender deals physical damage to an opponent with a melee attack of opportunity that the opponent provoked by moving through the area threatened by the defiant defender, the defiant defender may try and stop that opponent in its tracks.
    If the defiant defender so wishes, the opponent struck must make a Reflex save (DC equals his class level + the number of feats he has from the list of bonus fighter feats + the damage dealt). The opponent gets a +4 bonus on the save for each size category it holds over the defiant defender or a -2 penalty for each size category the defiant defender holds over it. If the opponent fails the save, it loses the remainder of its action.
    Alternatively, the defiant defender may attempt a trip attack when using an attack of opportunity that the opponent provoked by moving through the area threatened by the defiant defender. In this case, the defiant defender may use the opponent's momentum to his advantage, gaining a circumstance bonus equal to half his class level (rounded down), on the opposed ability check he makes when trying to trip the opponent.
None Shall Flee (Ex): Starting at 3rd level, any opponent threatened by a defiant defender, that takes any sort of movement, even a 5-ft step, provokes an attack of opportunity from him. Opponents may not use the withdraw action to treat the square they start in as no longer threatened by such a defiant defender.
Proactive (Ex): Starting at 3rd level, a defiant defender's initiative count does not change when taking a readied action.
Defensive Bulwark (Ex): By 4th level, a defiant defender has improved his ability to hamper foes that try to move around him, such that all opponents treat the area he threatens as difficult terrain (movement costs are doubled in those squares).
Interference (Ex): Starting at 4th level, before the defiant defender knows the result of a physical attack that he can perceive passing through or occurring within the area he threatens, be it melee or ranged, the defiant defender may use a melee attack of opportunity in an attempt to knock it off course. If the defiant defender's attack roll exceeds the incoming attack roll, the incoming attack roll must be rolled again, using the new result only if it is less than the previous result.
    For each size category the enemy attacker holds over the defiant defender, the defiant defender suffers a -4 penalty on his attack of opportunity when using this ability. Unusually massive weapons (such as boulders or ballista bolts) and attacks that don't involve a solid object or missile can't be affected. Attacks from incorporeal and ethereal enemies can't be affected unless the defiant defender possess a means of striking them with the attack of opportunity this ability allows, in which case he may suffer a miss chance (or not, if using a Ghost Touch weapon or wielding a force effect modeled after a melee weapon).
Sure Grasp (Ex): Starting at 4th level, if a defiant defender becomes stunned or panicked, he may choose not to drop whatever he is holding.
Fearsome Display (Ex): Starting at 5th level, whenever a defiant defender uses a standard action to perform or ready his Mean Lunge ability, the ability may be used against a maximum number of foes he threatens, equal to the number of feats he has from the list of fighter bonus feats.
Loyalty (Ex): By 5th level, a defiant defender may roll his saving throw twice against any mind-affecting attack or effect, and take the better result. Defiant defenders with a natural immunity to mind-affecting effects instead gain turn resistance equal to half their class level (rounded down).
Contingency Plans (Ex): By 5th level, a defiant defender has mastered the task of mentally rehearsing the moves he will make should circumstances change at a moment's notice.
  As a standard action, he may ready a standard, move action or swift action.
  As a move action, he may ready a move action or swift action.
  As a swift action, he may ready a swift action.
  The defiant defender may have multiple readied actions available at any one time, but only one of them may be allowed to occur just before a single triggering action. Only after one of the readied actions is taken, and its triggering action is then resolved, may the other readied action(s) be taken at that time or remain readied to possibly be triggered later during the round.
    A readied action occurs just before the action that triggered it, and if the triggering action then provokes an attack of opportunity from the defiant defender, he may make that attack of opportunity normally.
Impetuous Endurance (Ex): A 6th level defiant defender does not automatically fail a saving throw on a roll of 1. He still fails the save, however, if his result fails to overcome the save's DC.
Intercept Style (Ex): At 6th level, whenever a defiant defender uses a standard action to ready a move action for the purpose of movement, he may use that readied action any number of times during the round, until the sum of movement it provides equals what he can get from a single move action, or until an event occurs in which he would normally lose an entire move action. For movement that involves a check of some kind, the check must be made each time this particular readied action is used.
    A readied action occurs just before the action that triggered it, and if the triggering action then provokes an attack of opportunity from the defiant defender, he may make that attack of opportunity normally.

New Deity



Luthaerius Aelaraeluin

Pushing against the frontiers of what is known, worshipers of this elven deity are most often found engaged in their studies, classrooms and workshops or out charting the cosmos.  Fierce rivalries and steadfast alliances coexist between various chapters and sects in their efforts to both gain and demonstrate the greatest level of understanding and mastery in various arts, trades or subjects.  From both conflict and collaboration, his faithful produce a steady supply of proposals for various projects and endeavors and deliver them to the proper authority in the land.  Divine spellcasters of Luthaerius Aelaraeluin pray for and prepare their spells at noon, when the sun is at its zenith.

Power: Intermediate Deity
Title: The Eager Step Forward, The Ceaseless Scholar
Alignment: Neutral Good
Worshipers: Any non-evil
Clerics: Any good or true neutral
Symbol: A bound scroll with white wings placed beneath a golden torch, all under an arc of seven blue stars.
Domains: Community, Elf, Good, Knowledge, Planning, Pride, Truth and Zeal
Portfolio: advisers, analysis, apprentices, colleagues, discovery, education, explorers, investigators, masters, progress, learning, research, scholars, students, teachers
Favored Weapon: The Long Horizon (Saber -> FRCS pg. 97)
Dogma:  Delight in the sport of discovery, learning, understanding, application and progress.  Thrust aside whatever might veil or obfuscate the path ahead so that others might follow and prosper because of it.  Challenge untested conclusions in the crucible of what can be proven with demonstration and evidence. Document your endeavors and contribute to a greater vision of what promise may be realized beyond the next horizon.

Initiate Feats for Lutharius Aelaeraeluin

Ceaseless Scholar [Initiate]
The need for sleep or reverie need not interfere with your racing thoughts and pressing ideas.
Prerequisites: Cleric level 1st, patron deity Lutharius Aelaraeluin
Benefit: You no longer require sleep or reverie in order to function properly.  The process of regaining spells still requires you to observe an 8 hour period of restful calm prior to the act of preparation or meditation.
In addition, you become immune to involuntary sleep spells and effects.
You may also add the following spells to your cleric spell list: 1st - Identify, 3rd - Ghost Lantern (CM 106), 6th - Legend Lore, 7th - Vision

The Eager Step Forward [Initiate]
Eager to find what you seek, you are often the last to turn back when the path grows perilous.  Although, that could also be because you're often a little more prepared than most for what lies in wait.
Prerequisites: Cleric level 1st, patron deity Lutharius Aelaraeluin
Benefit: Add Gather Information and Search to your list of cleric class skills.
You may also add the following spells to your cleric spell list: 1st - Instant Search (SpC 124), Weildskill, 2nd - Improvisation (SpC 121), 3rd - Ghost Lantern (CM 106), 4th - Ruin Delver's Fortune (SpC 178), 6th - Contingency

Races Adapted From WoW

Inspired from World of Warcraft.  See also Ursinoids and the Eredar race.


BLOOD ELVES
Blood elves possess all the traits of sun elves except as follows:
  • -2 Strength, +2 Dexterity, -2 Constitution, +2 Intelligence, +2 Charisma. These ability adjustments replace those of sun elves.
  • Blood elves do not gain any racial weapon group proficiencies.
  • Use Magic Device is always considered a class skill for Blood Elves.
  • Arcane Torrent (Su): Twice per day as an immediate action, a blood elf may discharge a spread of discordant arcane energies. All hostile creatures within 20 feet must make a Will save against a DC equal to 10 + 1/2 the elf's Hit Dice + the elf's Charisma modifier, or lose the ability to cast spells and spell-like abilities, activate any supernatural ability, or use any spell completion, spell trigger or command item for 1 round. A blood elf must wait 2 minutes after using this ability before it can be used again.
  • Spell Resistance: 11 + HD.
  • Level Adjustment: +1.
Blood Elf Racial and Regional Feats: Blood Elves have access to the all the feats that sun elves do, as well as the following: Infernal Bargainer (RoF 165).


GREEN ORCS
Green orcs possess all the traits of mountain orcs except as follows:
  • +2 Strength, -2 Dexterity, +2 Constitution, -2 Intelligence. These ability adjustments replace those of mountain orcs. A green orc's starting Intelligence score is always at least 3. If this adjustment would lower the character's score to 1 or 2, his score is nevertheless 3.
  • Green orcs do not gain Darkvision or Light Sensitivity.
  • Low-Light Vision: Green Orcs can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. They retain the ability to distinguish color and detail under these conditions.
  • 4 extra skill points at 1st level and 1 extra skill point at each additional level.
  • Weapon Familiarity: Green Orcs proficient with Axes or Claw Weapons, are automatically proficient with exotic weapons of the corresponding type(s).
  • Command: Each companion, familiar, special mount or similar creature gained by a green orc due to a class feature is often more exceptional than other specimens of its kind, and gains a +2 adjustment to any two ability scores other than Intelligence. Only one such creature per eligible class gains these adjustments.
  • +2 racial bonus on Knowledge (geography, nature and planes) and Ride checks.
  • Hardiness: Whenever a green orc begins his turn stunned or dazed, he can make a new saving throw at the original DC of the effect that stunned or dazed him in an attempt to recover. Recovering from being stunned or dazed in this way is a move action. If the effect that caused him to become stunned or dazed did not allow a saving throw, he can recover by succeeding on a Will save (DC 10 + 1/2 HD or caster level of originator of effect + relevant ability modifier, or Cha modifier if there is not an obvious ability linked to the effect).
  • Blood Fury (Su): Once per day, as a free or immediate action, a green orc may induce an episode of lucid fervor for 3 rounds. During that time, he gains a +4 bonus to Strength and may reroll one occurrence of hit point damage dealt or healed by any means he himself employs, keeping the better result.
  • Favored Class: Barbarian or Ranger. A multiclass green orc's barbarian or ranger class does not count when determining whether he takes an experience point penalty for multiclassing.
Green Orc Racial and Regional Feats: Green orcs have access to the all the feats that standard orcs do, as well as the following: Ancestral Knowledge (RoS 136) or Infernal Bargainer (RoF 165). Green orcs may not have both of these feats at the same time.


IRONFORGE DWARVES
Ironforge dwarves possess all the traits of shield dwarves except as follows:
  • +2 Strength, -2 Dexterity, +2 Constitution, -2 Charisma. These ability adjustments replace those of standard dwarves.
  • No bonus on saving throws against poison.
  • No bonus on saving throws against spells and spell-like abilities.
  • No dodge bonus against giants.
  • No bonus on attack rolls against orcs and goblinoids.
  • Weapon Familiarity: Ironforge dwarves proficient with Maces or Hammers, are automatically proficient with exotic weapons of the corresponding type(s). This replaces the weapon familiarity gained by standard dwarves.
  • +2 racial bonus on saving throws against cold spells and effects.
  • +1 racial bonus on attack rolls to confirm critical hits with a firearm.
  • Stoneform (Su): Twice per day, as a free or immediate action, an ironforge dwarf's body may assume a stone-like consistency. Each time hit point damage is dealt to the ironforge dwarf, that damage is rolled twice and the lesser result is applied. In addition, the dwarf gains immunity to bleeding, poison and disease, and all such effects are removed. This effect lasts 1 round. An ironforge dwarf must wait 2 minutes after using this ability before it can be used again.
Ironforge Dwarf Racial and Regional Feats: Ironforge Dwarves have access to the all the feats that shield dwarves do.


DARKSPEAR TROLLS
  • +2 Dexterity, -2 Intelligence. A darkspear troll's starting Intelligence score is always at least 3. If this adjustment would lower the character's score to 1 or 2, his score is nevertheless 3.
  • Humanoid (Troll)
  • Medium: As Medium creatures, darkspear trolls have no special bonuses or penalties due to their size.
  • Darkspear Troll base land speed is 30 feet.
  • Low-Light Vision: Darkspear trolls can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. They retain the ability to distinguish color and detail under these conditions.
  • 4 extra skill points at 1st level and 1 extra skill point at each additional level.
  • +2 racial bonus on any Appraise or Craft check related to drugs, medicines or poisons.
  • +2 racial bonus on Escape Artist and Knowledge (nature) checks.
  • +1 racial bonus on attack and damage rolls against animals and vermin.
  • +1 racial bonus on attack rolls to confirm critical hits with a bow or thrown weapon.
  • +1 racial bonus on saving throws against acid, disease, electricity and poison.
  • Berserking (Ex): Twice per day as a free action, a darkspear troll can boost his metabolic and muscular action rates long enough to grant him an additional move action for that turn. A darkspear troll must wait 3 minutes after using this ability before it can be used again.
  • Rapid Healing: Darkspear trolls naturally heal a number of hit points per day equal to the standard healing rate + double their Constitution bonus. They heal even if they do not rest. This healing replaces their normal natural healing. If they are tended successfully by someone with the Heal skill, they instead regain double the normal amount of hit points + double their Constitution bonus.
  • Automatic Languages: Common and Troll. Bonus Languages: Giant, Gnoll, Orc, Goblin, Undercommon.
  • Favored Class: Barbarian or Ranger. A multiclass darkspear troll's barbarian or ranger class does not count when determining whether he takes an experience point penalty for multiclassing.
Darkspear Troll Racial and Regional Feats: Darkspear Trolls have access to the all the feats that ---- do, as well as the following: ----


NIGHT ELVES
Night elves possess all the traits of wild and wood elves except as follows:
  • -2 Strength, +4 Dexterity, -2 Constitution. These ability modifiers replace those of standard elves.
  • Shadow Meld (Su): To adapt to the coloration and texture of her immediate surroundings, a night elf may take a 1 round action that provokes an attack of opportunity. In order to both gain and maintain the benefits of this action, she must not move for any reason, take no other actions, take no damage and make no attempts to defend herself (effectively flat-footed unless she decides to defend herself). After she succeeds in taking this action, she gains a +20 circumstance bonus to Hide and may use the skill even while being observed. As long as she is within 10 feet of some sort of shadow, she can hide herself from view out in the open without having anything to actually hide behind. She cannot, however, hide in her own shadow. A night elf may use the Reverie ability while hiding in this manner.
  • Night elves do not gain any racial weapon group proficiencies.
  • Favored Class: Druid or Ranger. A multiclass night elf's druid or ranger class does not count when determining whether she takes an experience point penalty for multiclassing.
Night Elf Racial and Regional Feats: Night Elves have access to the all the feats that wood and wild elves do, as well as the following: Cover Your Tracks (ShS 20).

Tarrasque Modifications

I would make the following changes to the Tarrasque as it is listed here.
  • Gains maximum hit points per HD.
  • Gains a burrow speed of 10 ft.
  • Gains a climb and swim speed of 15 ft. It gains a +8 racial bonus on climb and swim checks, and may take a 10 on these skill checks even when attacked or threatened.  It retains its dexterity bonus to AC when climbing.
  • Gains Blindsight, Tremorsense and Darkvision out to 300 ft.
  • Immune to ability drain, blindness, deafness, death effects, paralysis, petrification, polymorph, slow and sleep. (In addition to its existing immunities.)
  • The base damage of the tarrasque's natural weapons should be appropriate for a dragon of equal size, along with adding the crush and tail sweep attack options that dragons normally have.
  • Mettle (Ex): The tarrasque can resist magical and unusual attacks with great willpower or fortitude. If it makes a successful Will or Fortitude save against an attack that normally would have a lesser effect on a successful save (such as any spell with a saving throw entry of Will half or Fortitude partial), it instead completely negates the effect.
  • Rush (Ex): As a swift action, the tarrasque can move up to 2d6 times its speed.  The tarrasque needs to wait 1d4 rounds after using its Rush ability before it can use it again.
  • Reaving Strikes (Ex): The tarrasque's natural weapons ignore any damage reduction that can be overcome by any metallic material, such as silver, cold iron or adamantine.
  • Rend (Ex): If the tarrasque hits with both claw attacks, it latches onto the opponent’s body and tears the flesh. This attack automatically deals an additional 8d6+25 points of damage.
  • Exchange the six toughness feats for the following feats:  Endurance, Improved Multiattack, Multiattack, Run, Steadfast Determination, Track.

Spell Revisions and Rewrites

Consumptive Field
Necromancy [Death, Evil]
Level: Cleric 4
Components: V, S,
Casting Time: 1 standard action
Range: Personal
Area: 30-ft.-radius spherical emanation, centered on you
Duration: 1 round/level (D)
Saving Throw: Will negates
Spell Resistance: Yes

  You draw forth the ebbing life force of all nearby badly wounded creatures and use it to fuel your own power.
  Upon casting this spell, you radiate a consumptive death field.
  All creatures in the area with fewer than 0 hit points that fail their saving throws die, and you may add 1 temporary essence point per death caused by this spell. Creatures that fall to -1 hit points or lower in the area after the spell is cast are likewise subject to its effect. No creature can be affected by this spell more than once per casting, regardless of the number of times that the area of the spell passes over them.
  Whenever you cast another spell while this spell lasts, you may expend 1 or more essence points as an additional component to increase the caster level of that spell by the same amount. Doing so adds the evil descriptor to that spell.
  Once this spell expires, all unspent essence points gained from it are lost.

New Templates

Dracolith
The "dracolith" template is an acquired template that can be added to any living corporeal creature with an intelligence score (except constructs, elementals, oozes and plants). A dracolith creature has all the base creature's characteristics except as noted here.
Size and Type: Humanoids become monstrous humanoids.  Statistics derived from any racial HD it has change accordingly.  The size of a Dracolith increases by one step. Adjust the ability scores and natural armor accordingly.
Speed: A Dracolith creature gains a climb speed equal to it's base land speed if it has one (or retains its existing climb speed if it is better) while any land speed it has improves by 20 ft to a maximum of twice it's base land speed.
Armor Class:  Natural armor improves by +4
Attacks: A dracolith with arms or forelimbs gains an additional pair that are identical to those it already has.  All of its arms  or forelimbs gains a claw attack that deals 1d6 damage.  It also gains a secondary bite attack that deals 1d8 damage. (At large size.)
Special Attacks: A dracolith retains all the special attacks of the base creature and gains
those described below.
  Burning Corrosion (Su): As a standard action, a Dracolith may breathe a 30 ft. cone of corrosive napalm that deals 1d6 damage  plus 1d6 damage for every 2 HD. Half the damage is fire, the other acid.  A successful reflex save halves the damage. Save DC is constitution-based. It must wait 1d4 rounds after each breath, before it can breathe again.
Special Qualities: A dracolith retains all the special qualities of the base creature and gains those described below.
  Darkvision 60 ft. (or its existing darkvision improved by 60 ft)
  Resistances (Ex): A dracolith's resistances to cold and electricity improve by 5.
  Immunities (Ex): A dracolith is immune to acid, fire, paralysis, sleep and mind-affecting spells and effects.
  Spell Resistance 10 + HD.
Abilities: +8 Str, +4 Con, +2 Cha
Saves: A dracolith creature gains a +4 racial bonus on saves against disease and poison.
Skills: A dracolith creature gains a +4 racial bonus to Balance, Jump and Swim checks, as well as a +8 racial bonus on Climb and Spot checks.
Feats: A dracolith creature gains Mutli-Weapon Fighting and Multiattack as bonus feats.
Challenge Rating: Base creature's CR +2
Level Adjustment: +4

Deity Favored Templates

Lolth-Favored (under construction)
The "lolth-favored" template is an acquired template that can be added to any non-good, non-lawful, living corporeal creature with an intelligence score (except constructs, elementals, oozes and plants). A lolth-favored creature has all the base creature's characteristics except as noted here.
Size and Type: Animals become magical beasts.
Speed: A lolth-favored creature gains a climb speed equal to it's base land speed if it has one (or retains its existing climb speed if it is better) while any land speed it has improves by 20 ft to a maximum of twice it's base land speed.
Special Qualities: A lolth-favored creature retains all the special qualities of the base creature and gains those described below.
  Tremorsense 30 ft.
  Darkvision 120 ft. (or its existing darkvision improved by 120 ft)
  Poison Use (Ex): A lolth-favored creature never risks poisoning itself when applying poison to an weapon or any other similar object.
  Resistances (Ex): A lolth-favored creature resistance to cold improves by 5.
  Spider Climb (Ex): A lolth-favored creature can climb sheer surfaces as though with a spider climb spell.
  Web Immunity (Su): A lolth-favored creature remains unhindered by webs of any sort, including the effects of the web spell.
  Web Slinging (Su): As a standard action, a lolth-favored creature can produce the effect of a web spell.
Abilities: +6 Str, +6 Con
Saves: A lolth-favored creature gains a +4 racial bonus on saves against confusion, disease, paralysis, poison, sleep, as well as against spells and effects with the chaotic, darkness or fear descriptor.
Skills: A lolth-favored creature gains a +8 racial bonus on Balance, Climb, Move Silently and Spot checks, as well as a +20 racial bonus on Jump checks.
Feats: A lolth-favored creature gains Improved Initiative as a bonus feat.
Challenge Rating: Base creature's CR +1
Level Adjustment: +2

Magic Items

HAT OF AWARENESS
Price (Item Level): 8,000 gp (11th)
Body Slot: Head
Caster Level: 7th
Aura: Moderate; (DC 18) divination
Activation: —
Weight: —

This particular wide-brimmed fedora is woven of fine green-gray gossamer thread to be as resilient as leather.

  While wearing a hat of awareness, you can actively make one Spot check and one Listen check each round as a free action. When making initiative checks, you can roll twice and take the better result.
  Prerequisite: Craft Wondrous Item, Cat's Grace, Owl's Wisdom, creator must have 5 ranks in both Listen and Spot.
  Cost to Create: 4,000 gp, 320 XP, 8 days.

BRACERS OF STRIKING

Price (Item Level): 1,310 gp (5th)
Body Slot: Arms
Caster Level: 5th
Aura: Faint; (DC 17) transmutation
Activation: —
Weight: 1 lb.

This pair of smooth and supple black dragonscale bracers tie firmly about the forearms, extending just past the elbows and protecting the back of the hands.

  The wearer of these bracers gains the benefit of the Improved Unarmed Strike feat. These bracers can be further modified with an enhancement bonus and special weapon abilities as if they were a single blunt weapon, imparting their effects to the wearer's unarmed strikes.
  Prerequisites: Craft Magic Arms and Armor, magic fang or magic weapon.
  Cost to Create: 655 gp, 64 XP, 2 days.

LONG COAT OF THE ARCANIST

Price (Item Level): 20,000 gp (15th)
Body Slot: Body
Caster Level: 9th
Aura: Moderate; (DC 20) conjuration
Activation: —
Weight: 1 lb.

This particular broad-collared long coat, woven of fine green-gray  gossamer thread to be as resilient as leather, ends at the knee. It bears large lapels with leaf-like edges and a line of scrimshaw buttons with soft iridescent olive-drab and pearl hues down each front edge.

  This coat functions as a Heward's Handy Haversack (DMG259) in all respects, save that all pockets within it access a single extradimensional space that can contain up to 20 cubic feet of material or 200 lbs of weight. The coat's shape and weight are unaffected by how this space is filled. The contents within remain unaffected by any damage acquired by the coat, until the coat itself considered broken, at which point its contents are expelled.
  In addition, the wearer gains a +1 bonus to their arcane caster level.
  Prerequisites: Craft Wondrous Item, Leomund's Secret Chest, Limited Wish.
  Cost to Create: 10,000 gp, 1,100 XP, 20 days.

SCABBARD OF DISCRETION

Price (Item Level): 60,000 gp (18th)
Body Slot: —
Caster Level: 13th
Aura: Strong; (DC 22) abjuration
Activation: —
Weight: 1 lb.

This small, unremarkable sheathe is crafted primarily of sleek black steel.

  This scabbard automatically adjusts its size and shape to fit any bladed slashing or piercing weapon, from a dagger to a greatsword. When a weapon is placed within the scabbard, both the weapon and the scabbard become sequestered (as the sequester spell) while attended by a creature or until the weapon is drawn, at which point neither are sequestered.
  Prerequisites: Craft Wondrous Item, Sequester.
  Cost to Create: 30,000 gp, 2,400 XP, 60 days.

UMBRAL HALF MASK

Price (Item Level): 24,000 gp (15th)
Body Slot: Face
Caster Level: 11th
Aura: Moderate; (DC 21) transmutation
Activation: Free or Immediate (mental)
Weight: —

This particular half mask is to be worn about the neck and over the lower potion of the face, and is woven of fine green-gray gossamer thread to be as resilient as leather.

  When activited, this item bestows its wearer with the Dark template for as long as it is worn or the wearer deactivates it using an equivalent action.  The mask, made to be worn about the neck and lower portion of the face, may be pulled down off the face, but still remain active.
  Prerequisite: Craft Wondrous Item, Shadow Walk or Shadow Investiture
  Cost to Create: 12,000 gp, 960 XP, 24 days.

Class Feature Flaws

FETTERS OF FATE [FLAW]
The magic granted to you by your deity or the powers that be, is held back by hidden design; a design often reflected in the abilities and attributes you acquire to compensate.
Prerequisite: Ability to cast divine spells
Effect: Every divine spell you cast has the DC to resist it reduced by 1.  This lack of power cannot be overcome by any mortal means, even by a miracle or wish.

Monthly Update

So far, most of the material I've presented on MageRune has come from existing stock I already had on hand.  Unless I get some more creative juices flowing, I will soon run out of things to post.  However, some suggestions on what type of homebrew material to pursue next, might help me continue, be it new houserules, errata, spells, feats, classes, features, templates, races, items, creatures or what have you. Feel free to drop a word or two here on the blog or at www.facebook.com/MageRune as I look forward to a new month.

Tinker Gnomes

This is my current statistical representation of a less random, mentally competent tinker gnome.

While plenty tinker gnomes make excellent arcane spellcasters (and artificers), necessity is the mother of invention, and exposure to the unforeseen is a critical part of the creative process. Sometimes even the best laid plans are not laid well enough, and tinker gnomes must rely on their wits every now and then. Therefore, many tinker gnomes are also rogues, although it is usually not their highest class.

Loathe to be without the right tool for the job, tinker gnomes have trouble leaving any behind. As such, they prize any substance that weighs less than its counterparts, as long as using it doesn't affect quality. Most tinker gnomes keep a modest burden of useful objects close at hand, and are quick to find and retrieve what they need when they need it. While the homes and workshops of tinker gnomes are often cluttered and disorganized, they are nonetheless adept at finding and maintaining the objects that lie therein.

Tinker gnomes often live and sleep in their workspace. Schematics and alchemical recipes are among the most precious possessions of any family or guild, as well as any magical items or spell lore that might assist in their creation.

Barbarians, druids and monks are the least common classes among tinker gnomes. Enough tinker gnomes enjoy traveling that rangers and bards are more common than most would assume, and fighters are about as common as these. Most tinker gnome clerics usually choose to worship neutral deities that grant access to the Artifice, Creation, Knowledge, Magic or Rune domains.
 
TINKER GNOMES
  • +2 Intelligence, –2 Strength.
  • Small: As a Small creature, a tinker gnome gains a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, and a +4 size bonus on Hide checks, but he uses smaller weapons than humans use, and his lifting and carrying limits are three-quarters of those of a Medium character.
  • Tinker gnome base land speed is 20 feet.
  • Low-Light Vision: A tinker gnome can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. He retains the ability to distinguish color and detail under these conditions.
  • Weapon Familiarity: Tinker gnomes proficient with Crossbows and/or Firearms are automatically proficient with exotic weapons of the corresponding type(s).**
  • +1 racial bonus on ranged attack rolls with crossbows, firearms, grenade-like weapons and siege weaponry.**
  • +1 racial bonus on opposed attack rolls to avoid disarm and sunder attempts.
  • Safe Keeping: Items and objects attended by or in the possession of a tinker gnome gain a +1 circumstance bonus on saving throws.
  • Trap Sense: Tinker gnomes gain a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks made by traps.
  • +4 dodge bonus to Armor Class against monsters of the construct type. Any time a creature loses its Dexterity bonus (if any) to Armor Class, such as when it’s caught flat-footed, it loses its dodge bonus, too.
  • +2 racial bonus on Craft (alchemy) and Search checks.
  • Automatic Languages: Common and Gnome. Bonus Languages: Draconic, Dwarven, Elven, Goblin, Terran and Undercommon.
  • Spell-Like Abilities: A tinker gnome with a Charisma score of at least 10 + spell level) has the following spell-like ability: 3/day—mending (1 lb. + 1lb./2 levels). Caster level equal to character level; save DC 10 + gnome’s Cha modifier + spell level.
  • Favored Class: Artificer. When figuring multiclass experience penalties, a multiclass tinker gnome does not count the Artificer class.
**As appropriate for the setting.

Optional Background

Many tinker gnomes were once craftsman and magewrights in slavery under the rule of Ethergaunts (pg. 64 fiend folio). A rare few have escaped with technological knowledge so incomprehensible and alien, even Tinker Gnomes with this knowledge are left slightly out of touch with reality.  This legacy is reflected with the following feat:

ETHERTECH ADEPT
Prerequisites: Knowledge (architecture and engineering) 6 ranks, Knowledge (planes) 2 ranks, Craft (alchemy) 2 ranks, Craft (weaponsmithing) 2 ranks.
Benefit: You are proficent in using, crafting and maintaining the technological items normally unique to etherguants. Your wisdom score is reduced by 2 (to a minimum of 1).
Special: By default, employing or making use of these technologies is a violation of a Druid's code of conduct, and such a creature must seek the effect of an Atonement spell (pg. 201, PHB) to regain use of their class features after such a transgression. Etherguants and their technology are detailed, starting on page 64 of the the Fiend Folio.
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Ethergaunt Items

Ethergaunts have developed a number of technological marvels. Because the race shuns art or pleasure, most such devices facilitate one of two activites: genocide or the eradication of reglious devotion. Though the features of these objects resemble those of magic items, the objects are in fact, technological and are not affected by spells such as antimagic field. Only ethergaunts and creatures with the Ethertech Adept feat have the knowledge and skill to build or maintain these devices.

EtherBlade: Resembling a short glaive topped with a hollow barrel, this favored weapon of the etherguants can fire a ray of force as a ranged touch attack for 1d6 points of damage (regardless of weapon size). The etherblade ray has a range increment of 40 feet. The weapon can fire 50 times before it is exhausted. It cannot be recharged.  The ranged function of an etherblade counts as an exotic firearm for the purpose of proficiency, and operates normally underwater.
A medium-sized etherblade can be used as a two-handed polearm in melee combat to deal 1d10 points of slashing damage. A fully charged etherblade has a market price of 800gp.
  • A new etherblade (always crafted as a masterwork weapon) costs 350 gp to craft from scratch and 50 ether cells cost 50 gp. A new etherblade has 50 ether cells built into it. After discharging all the ether cells, an etherblade needs to be reassembled as new (which disjoins the item) to incorporate a new set of ether cells.
  • Reassembling an expired but otherwise undamaged etherblade and incorporating a new set of ether cells takes 2 hours, and costs 50 gp in addition to the cost for new ether cells.
  • Spells and effects that affect ammunition can target the ether cells built into an etherblade normally. Loose ether cells are about the size of coins and made of cold iron, which affects the price of crafting them as magic items (any magical enhancements cost an additional 2,000 gp). They always break after being fired.
  • Because etherblades and similar technological items like it, must be reassembled as new (which disjoins the item) to incorporate a new set of ether cells, crafting one as a magic weapon or item is an often short-lived investment.
Doubt Bomb: This small ceramic sphere contains a chemical mixture intended to overstimulate the "doubt centers" in the brain. The bomb can be thrown as a grenade-like weapon. A thrown bomb shatters on impact, creating a cloud of poisonous gas in a 10-foot spread for 1 round (inital and secondary damage 2d4 Wisdom, Fort DC 16 negates). Etherguants are immune to the effects of doubt bombs. A doubt bomb has a market price of 500 gp.

Feat Sheet 10/26/11

Bodysnap Strike
You can strike, hold or bend a vulnerable opponent as to weaken and wrack their body.
Prerequisites: Dex 13, Wis 13, Improved Grapple, Improved Unarmed Strike, Stunning Fist, Heal 9 ranks.
Benefit: Whenever you make a successful Stunning Fist attempt against an opponent that is pinned, helpless, or stunned, you may forgo any other Stunning Fist effect to deal 1d3 Strength and Dexterity damage to that opponent.
Special: A fighter may select Bodysnap Strike as one of his fighter bonus feats.


Cantrip Mastery
You have memorized all of your cantrips and may prepare more of them than usual.
Prerequisite: Wizard level 1st
Benefit: You may prepare any 0-level wizard spell without a spellbook. In addition, you gain a number of additional 0-level wizard spell slots, equal to the the number of 1st level bonus spell slots gained for having a high ability score.
Special: This feat can be gained instead of the Scribe Scroll bonus feat normally gained by a 1st level wizard.


Collegiate Wizard (revised)
You have undergone extensive training in a formal school for wizards.
Prerequisites: Wizard level 1st
Benefit: You start play with a second spellbook of identical size and make, containing three 1st-level wizard spells of your choosing. Each time you gain a wizard level, you may add four spells to your spellbook(s) without additional research. In addition, you gain a +2 bonus on Knowledge (arcana) checks.
Normal: 1st level wizards begin play with one spellbook that contains all 0-level wizard spells and three 1st-level spells plus one per point of intelligence bonus. They may add two spells per wizard level to their spellbooks without additional research.
Special: You can take this feat only as a 1st-level character.


Distant Charge
You cover a greater distance when charging.
Prerequisites: Base fort save +2, Run
Benefit: You may move three times your speed when you perform a charge, instead of two times your speed, unless your speed is reduced by wearing heavy armor or carrying a heavy load.
Special: A fighter may select Distant Charge as one of his fighter bonus feats.


Eschew Materials (revised)
You can cast many spells without needing to utilize minor material components.
Benefit: You can cast any spell that has a material component costing 1 gp or less without needing that component. (The casting of the spell still provokes attacks of opportunity as normal.) If the spell requires a material component that costs more than 1 gp, you must have the material component at hand to cast the spell, just as normal.
Special: This feat may count as a metamagic feat for the purpose of bonus feat selection and meeting any requirement or prerequisite.


Hefted Hurling
You have learned to maximize the effect of your natural musculature when throwing a weapon.
Prerequisites: Brutal Throw, Power Attack, Power Throw, Str 15
Benefit: You may add 1-1/2 of your strength bonus to the damage dealt by any weapon you throw as a main-handed attack, instead of the strength bonus normally added.
Special: A fighter may select Hefted Hurling as one of his fighter bonus feats.


Ideal Musculature
Your existing musculature is compact and economical, matched exceptionally well to your frame with regard to both form and function, and performs above normal expectations.
Benefit: For the purpose of encumbrance, skill checks, ability checks, grapple checks and meeting feat prerequisites, treat the strength score of your true form as being 2 points higher than its actual value.
Special: This feat may only be taken as a 1st-level character.


Multi-Weapon Rend
You wield two or more weapons with an artisan's precision. Each strike builds on the next, allowing you to deal more damage.
Prerequisite: Mutli-Weapon Fighting, Dex 15, base attack bonus +11,
Benefit: If you successfully hit an opponent with any two of the weapons you wield, you deal extra damage equal to 1d6 + 1-1/2 times your Strength bonus. For the purpose of overcoming damage reduction and other effects related to damage type, this extra damage is the same type as the damage dealt to the opponent using one of your off-hand weapons. You can gain this extra damage once per round against a given opponent.
Special: A fighter can select Multi-Weapon Rend as one of his fighter bonus feats.


Multi-Weapon Strike
You wield two or more weapons with an artisan's precision. Each strike builds on the next, allowing you to deal more damage.
Prerequisite: Mutli-Weapon Fighting, Improved Multi-Weapon Fighting, Dex 17, base attack bonus +6
Benefit: When performing a charge attack, or using a standard action to make an attack, you may attack once with each weapon you wield, and all of these attacks suffer the normal penalties for attacking with more than one weapon. When using this feat, any bonuses that normally apply to a charge attack, apply only to the first attack made as part of any given charge.
Special: A fighter can select Multi-Weapon Strike as one of his fighter bonus feats.


Undying Toughness
Your martial prowess manifests itself in your physical form even in undeath.
Prerequisite: No constitution score
Benefit: You gain a number of extra hit points equal to your HD + the number of feats you possess from the list of fighter bonus feats.
Special: A fighter may select Undying Toughness as one of his fighter bonus feats.

Spellbook 10/26/11

Bite Of The Werebat
Transmutation
Level: Druid 6, Sorcerer/Wizard 7
Components: V, S, M
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 round/level

You shake your head, and your face reshapes itself into feral visage of a dire bat. As this happens, your body covers itself in a layer of dense fur and a slight vestigial membrane of skin hangs from your underarms.

You gain a +6 enhancement bonus to Strength, a +12 enhancement bonus to Dexterity, a +6 enhancement bonus to Constitution, and a +7 enhancement bonus to natural armor. Your face becomes that of a dire bat, and you gain a bite attack that deals 1d8 base damage (or 1d6 if you are Small). You also gain the benefit of the Blind-Fight and Weapon Finesse feats.
Material Component: A scrap from a bat's wing.

Bite Of The Werefox
Transmutation
Level: Druid 4, Sorcerer/Wizard 5
Components: V, S, M
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 round/level

You shake your head, and your face reshapes itself into furtive visage of a dire fox. As this happens, your body covers itself in a layer of fine fur.

You gain a +4 enhancement bonus to Strength, a +8 enhancement bonus to Dexterity, a +4 enhancement bonus to Constitution, and a +4 enhancement bonus to natural armor. Your face becomes that of a dire fox, and you gain a bite attack that deals 1d6 base damage (or 1d4 if you are Small). You also gain the benefit of the Blind-Fight and Weapon Finesse feats.
Material Component: A tooth from a fox.

Bite Of The Wererhino
Transmutation
Level: Druid 7, Sorcerer/Wizard 8
Components: V, S, M
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 round/level

You shake your head, and your face reshapes itself into the visage of a rhinoceros. As this happens, your body becomes slightly bulkier as you develop a thick hairless gray hide.

You gain a +20 enhancement bonus to Strength, a +10 enhancement bonus to Constitution, and a +10 enhancement bonus to natural armor. Your face becomes that of a rhinoceros, and you gain a gore attack that deals 2d8 base damage (or 2d6 if you are Small). You also gain the benefit of the Blind-Fight and Power Attack feats.
Material Component: A pinch of powdered rhinoceros horn.

Comment: Bite of the Wereboar (SpC 28) should grant a gore attack (not a bite attack) and the benefit of the Power Attack feat.

Deathless Veil
Necromancy
Level: Cleric 8, Sorcerer/Wizard 8
Components: V, S
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 10 minutes/level

Upon completion of the spell, you exhale your last breath and accept a brief deathless embrace.

You gain many of the traits common to deathless creatures. While the spell lasts, you have immunity to mind-affecting spells and abilities, poison, sleep, paralysis, stunning, disease, death effects, extra damage from critical hits, nonlethal damage, death from massive damage, ability drain, fatigue, exhaustion, damage to physical ability scores, and any effect requiring a Fortitude save unless it is an energy drain attack, it is harmless or affects objects.
You need not breathe, eat, or sleep.
You don’t actually gain the deathless type (BoED 157) from casting this spell.

Comment: I wanted to create a non-evil version of the veil of undeath spell as presented in Spell Compendium.

Flexing Weapon
Transmutation
Level: Brd 1, Clr 1, Hex 1, Pal 1, Rgr 1, Sor/Wiz 1
Components: V
Casting Time: 1 standard action
Range: Touch
Target: One touched weapon
Duration: 1 hour/level
Saving Throw: Will negates (harmless, object)
Spell Resistance: Yes (object)

Any kind of weapon that can be, or has been, modified so that its wielder may apply their strength bonus to damage (such as bows, whips, etc.), is made to dynamically alter its own structure as it is being used. This enables the wielder of the affected weapon to apply their full strength bonus (if any) to damage rolls when using it.
A wielder that lacks the strength requirement normally required to use the affected weapon without penalty, may ignore that penalty and apply whatever strength modifier they do have, to damage rolls with that weapon.

Mage's Indiscernible Location
Abjuration
Level: Sor/Wiz 9
Components: V, S, M

As mage's private sanctum (PH 256) except that all creatures and objects within the area at any given time are also protected as though by mind blank (PHB 253) and sequester (PH 276) against all creatures (and effects originating from) outside the area, but not against creatures (and effects originating from) within the area. Creatures within the area are not held comatose or in suspended animation, and function normally.
Mage's indiscernible location can be made permanent with a permanency (PH 259) spell.

Mind Harness
Abjuration
Level: Beguiler 7, Bard 6, Sorcerer/Wizard 7
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One willing creature
Duration: 2 hours/level (D)
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)

The subject gains a bonus equal to your caster level, on saving throws against all divinations and mind-affecting spells and effects, including the limited wishmiracle, and wish spells when they are used in such a way as to affect the subject’s mind or gain information about it.
In addition, the subject does not automatically fail such a saving throw on a natural roll of 1. However, if their result fails to overcome the save's DC, they still fail the save.

Missive Token
Evocation
Level: Sor/Wiz 6
Components: V, S, F (see text)
Casting Time: 10 minutes
Range: Touch
Effect: A magical token
Duration: Permanent until triggered (D)
Saving Throw: None
Spell Resistance: Yes (object)

You imbue a non-magical object to function as a one-time communication device. The bearer of the affected object can trigger the magic upon it as standard action that does not provoke attacks of opportunity, by mentally reciting a special word or phrase three times, as designated by the caster when casting this spell. When this spell is triggered, the token bearer contacts the spell's caster as if the former had cast a sending spell targeting the latter.
Focus: The object to be used as the token.

Temporal Tide
Transmutation [Time]
Level: Sor/Wiz 7
Components: V, S
Range: Medium (100 ft. + 10 ft./level)
Targets: One creature/level, no two of which can be more than 60 ft. apart
Saving Throw: Fortitude negates (harmless) or Will negates

This spell functions like haste (PH 239) and slow (PH 280). All allied targets are affected by a haste effect (as the spell), while all enemy targets are affected by a slow effect (again, as the spell). A successful Will save negates the slow effect.
This spell may not be countered or dispelled by haste or slow.

Time Skip
Transmutation [Time]
Level: Sor/Wiz 9
Components: None
Casting Time: 1 immediate action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature or object (10 cu ft./level)
Duration: Instantaneous
Saving Throw: Will negates (harmless)
Spell Resistance: Yes

The subject of this spell traverses time to the immediate future, leaving the time stream just long enough to avoid a single attack, spell, spell-like ability, effect or other occurrence of which you are aware, as it is performed or cast, leaving just before any results are known, and returning just after they would have been. Using this spell to prevent a creature or object from becoming a target of an effect, does not prevent that effect from being expended as normal. From all points of view, the skip itself is not perceived. (except to a creature under the effect of time stop, or if the subject's position changes -- see below)
This moment's absence does not help the subject to avoid being affected by any previously existing effects and conditions, or by area effects with a duration greater than instantaneous.
If the space the subject departed from is occupied (or under the effect of antimagic) upon its return to the time stream, it appears in the closest unoccupied space, in its original orientation. If necessary, determine the closest space randomly. This would likely occur when this spell is used to prevent the subject from being crushed or buried under a creature and/or objects, and possibly other situations.
If this spell is cast in response to a time stop spell cast by another, the subject of this spell is absent for the "apparent time" given to the recipient of time stop, and avoids all the results of what is done during this "duration", so long as those results could normally be avoided by using this spell.

Hummingbird Airspeed Velocity


A while back, I was looking at the Hummingbird familiar (Dragon Magazine 323) which uses stats given for the thrush in the DMG... and aside from my assertion that hummingbirds should have a Good manuverability rating, not average... the listed 40 ft flight speed seemed rather low to me.

So I went about on the net a bit and it turns out that that birds roughly have an average crusing speed roughly between 20-40 mph which is 29.33-58.67 feet/sec. Another source stated 8-23 m/s which is 26.24-75.46 feet/sec. These airspeeds have little or no relation to size.

A round lasts six seconds, and a move action is roughly half that. That means the statistical flight speed given for birds as a whole in general should vary between 90 and 180 ft (or between 80 and 225 ft if going by the second estimate).

Although, even before this rough estimate, it has been my assertion that many of the D&D airspeeds given for birds in general should should be much greater. I thought I might as well share what I found out while looking into this.
______________________

If a hummingbird's average cruising speed is 25-30 mph...

This speed is the effective migration speed for most hummingbirds. They've been known to fly at this speed for up to 26 hours without stopping. In D&D terms, means moving at a hustle, for which birds clearly need an additional natural ability to do so for extended periods while traveling.

25 mph = 36.67 ft/s
36.67 ft/s * 6 seconds = 220.02 ft per round
220.02 per round / double move = 110.01 ft speed

30 mph = 44.00 ft/s
44.00 ft/s * 6 seconds = 264.00 ft per round
264.00 per round / double move = 132.00 ft speed

Therefore, I'd put the statistical flight speed of a hummingbird at 120 ft (good).
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Run

A creature using natural flying speed can use the run action. As with any other run action, the creature must move in a straight line. A flyer using the run action cannot gain more than 5 feet of altitude, but it can lose any amount of altitude, and it gains the normal bonus movement for the altitude lost (5 feet per 5 feet descended, a maximum of twice its normal flying speed.) For example, a harpy could use the run action to fly 320 feet in a straight line. While doing so, it could not gain more than 5 feet of altitude.

Synergy Bonuses + Tumble Skill AC Benefits

Extrapolating from values found in both the Player's Handbook and the Epic Level Handbook, the values below reflect the synergy bonus(es) a creature ought to receive for the number of skill ranks they possess in a skill that offers them.

5+ ranks in appropriate skill = +2 synergy bonus to appropriate skill check(s)
15+ ranks = +3 synergy bonus
25+ ranks = +4 synergy bonus
35+ ranks = +5 synergy bonus
45+ ranks = +6 synergy bonus
etc etc

In effect, for every 10 ranks possessed in a given skill beyond the first 5 ranks, any synergy bonus that skill offers improves by 1.
__________________________________

As far as the dodge bonus to AC gained from Fighting Defensively or a Total Defense is concerned, possessing ranks in the Tumble skill should increase that bonus as follows:

< 5 ranks = +2 / +4 dodge bonus to AC ( fighting defensively / total defense )
5+ ranks = +3 / +6
10+ ranks = +3 / +7
15+ ranks = +4 / +8
20+ ranks = +4 / +9
25+ ranks = +5 / +10
30+ ranks = +5 / +11
35+ ranks = +6 / +12
40+ ranks = +6 / +13
45+ ranks = +7 / +14
etc etc

In effect, for every 5 ranks of Tumble gained beyond the first 5, the dodge bonus to AC gained from Fighting Defensively improves by 0.5 (rounded down).  The bonus gained from a Total Defense is always twice the value gained from Fighting Defensively.

Half-Blood Races

Under construction...
See also, this post:  Race Revisions and Additions


HALF-DWARVES
  • Medium: As Medium creatures, half-dwarves have no special bonuses or penalties due to their size.
  • Half-dwarf base land speed is 30 feet.
  • Darkvision: Half-dwarves can see in the dark up to 30 feet. Darkvision is black and white only, but it is otherwise like normal sight, and dwarves can function just fine with no light at all.
  • Mild Stability: A half-dwarf in his true form gains a +2 bonus on ability checks made to resist being bull rushed or tripped when standing on the ground (but not when climbing, flying, riding, or otherwise not standing firmly on the ground).
  • +1 racial bonus on saving throws against poison.
  • +1 racial bonus on saving throws against spells and effects that allow spell resistance.
  • +1 racial bonus on all Appraise and Craft checks.
  • Sturdy: For the purpose of encumbrance and skill checks, a half-dwarf may treat the strength score of his true form as if it were 2 points higher than its actual value.
  • Mixed Heritage: At first level, a half-dwarf must choose whether he is considered Dwarf or Human for all effects related to race.
  • Automatic Languages: Common and Dwarven. Bonus Languages: Any (other than secret languages, such as Druidic). See the Speak Language skill.
  • Favored Class: Any. When determining whether a multiclass half-dwarf takes an experience point penalty, his highest-level class does not count.
QUARTERLING (Half-Halfing)
  • Medium: As Medium creatures, quarterlings have no special bonuses or penalties due to their size.
  • Quarterling base land speed is 30 feet.
  • +2 racial bonus on saving throws against fear.
  • +1 racial bonus on Climb, Jump, Listen and Move Silently checks.
  • +1 racial bonus on skill checks that benefit from a synergy bonus.
  • Slight Build: The physical stature of quarterlings lets them function in many ways as if they were one size category smaller. Whenever a quarterling is subject to a size modifier or special size modifier for an opposed check (such as Hide), the quarterling is treated as one size smaller if doing so is advantageous to the character. A quarterling is also considered to be one size smaller when "squeezing" through a restrictive space. A quarterling can use weapons designed for a creature one size smaller without penalty. However, the space and reach of a quarterling remain those of a creature of their actual size. The benefits of this racial trait stack with the effects of powers, abilities, and spells that change the subject's size category.
  • Mixed Heritage: At first level, a quarterling must choose whether she is considered Halfling or Human for all effects related to race.
  • Automatic Languages: Common and Halfling. Bonus Languages: Any (other than secret languages, such as Druidic). See the Speak Language skill.
  • Favored Class: Any. When determining whether a multiclass quarterling takes an experience point penalty, her highest-level class does not count.

Alternate 3.5 FR Timeline

(Under Construction)

The following poses an alternative Forgotten Realms timeline to circumvent most of the changes brought by 4th edition, while at the same time reducing the domineering shadow cast by Mystra's chosen over the setting.
_____________________________________________________________

1385 DR -- Mystra lays dormant in a suspended twilight close to death from Cyric's assassination attempt, and is closely guarded, most notably by Azuth and Selune. Various lesser deities now preside over the different magic schools or portions of the Weave thereof, thereby sharing stewardship over it in Mystra's stead. The unique powers once granted by Mystra to her chosen and faithful are greatly diminished. The forces of magic and the world itself are never beset by the Spellplague and its azure flames. In addition, the Feywild is gradually "rediscovered" by various groups and individuals via emerging fey crossings and occasional worldfalls.

1387 DR -- The Plane of Radiance (Dragon Magazine 321) is "rediscovered".....


Race Revisions and Additions

These entries use the Weapon Groups variant from UA.
Altered and added features are displayed in blue.


HALF-ORCS
  • +2 Strength, -2 Intelligence, -2 Charisma.
    A half-orc's starting Intelligence score is always at least 3. If this adjustment would lower the character's score to 1 or 2, his score is nevertheless 3.
  • Medium: As Medium creatures, half-orcs have no special bonuses or penalties due to their size.
  • Half-orc base land speed is 30 feet.
  • Darkvision: Half-orcs can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and half-orcs can function just fine with no light at all.
  • 4 extra skill points at 1st level and 1 extra skill point at each additional level.
  • +2 racial bonus on Intimidate checks.
  • Mixed Heritage: At first level, a half-orc must choose whether he is considered Human or Orc for all effects, prerequisites and abilities related to race.
  • Automatic Languages: Common and Orc. Bonus Languages: Any (other than secret languages, such as Druidic). See the Speak Language skill.
  • Favored Class: Any. When determining whether a multiclass half-orc takes an experience point penalty, his highest-level class does not count.

HALF-ELVES
  • Medium: As Medium creatures, half-elves have no special bonuses or penalties due to their size.
  • Half-elf base land speed is 30 feet.
  • Low-Light Vision: A half-elf can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. She retains the ability to distinguish color and detail under these conditions.
  • Exceptional Bond: Each specific companion, familiar, special mount or similar creature gained by a half-elf due to a class feature is often more exceptional than other specimens of its kind, and gains a +2 adjustment to any two ability scores other than Intelligence. Only one such creature per eligible class gains these adjustments.
  • Upbringing: Half-elves may choose to gain 3 extra skill points at first level. Alternatively, they may instead choose to gain proficiency with one of the following weapons groups: Bows, Heavy Blades or Light Blades.
  • +1 racial bonus on any skill check that benefits from one or more synergy bonuses.
  • +1 racial bonus on Concentration, Listen, Search and Spot checks.
  • +2 racial bonus on saving throws against all disease effects, including supernatural diseases.
  • +1 racial bonus on saving throws against paralysis and mind-affecting spells or effects.
  • Immunity to magic sleep effects.
  • Mixed Heritage: At first level, a half-elf must choose whether she is considered Elf or Human for all effects, prerequisites and abilities related to race.
  • Automatic Languages: Common and Elven. Bonus Languages: Any (other than secret languages, such as Druidic).
  • Favored Class: Any. When determining whether a multiclass half-elf takes an experience point penalty, her highest-level class does not count.

HUMAN
  • Medium: As Medium creatures, humans have no special bonuses or penalties due to their size.
  • Human base land speed is 30 feet.
  • 4 extra skill points at 1st level and 1 extra skill point at each additional level.
  • Bonus feat at 1st level.
  • Automatic Languages: Common and any one other. Bonus Languages: Any (other than secret languages, such as Druidic). See the Speak Language skill.
  • Favored Class: Any. When determining whether a multiclass human takes an experience point penalty, his or her highest-level class does not count.

MOON ELVES (standard elves)
  • +2 Dexterity, –2 Constitution.
  • Medium: As Medium creatures, elves have no special bonuses or penalties due to their size.
  • Elf base land speed is 30 feet.
  • Low-Light Vision: An elf can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. She retains the ability to distinguish color and detail under these conditions.
  • Weapon Group Proficiencies: Elves are proficient with Bows, as well as Light Blades or Heavy Blades.
  • +2 racial bonus on Concentration, Listen, Search, and Spot checks.
  • +4 racial bonus on saving throws against all disease effects, including supernatural diseases.
  • +2 racial bonus on saving throws against paralysis and mind-affecting spells or effects.
  • Immunity to magic sleep effects.
  • Reverie: Elves do not sleep. Elves that trance for 4 hours gain the same benefit a human does from 8 hours of sleep. A creature in trance may make Listen checks with half the penalty that sleeping creatures do (normally -10 for sleeping creatures).
  • Automatic Languages: Common and Elven. Bonus Languages: Draconic, Gnoll, Gnome, Goblin, Orc, and Sylvan.
  • Favored Class: Wizard. A multiclass elf’s wizard class does not count when determining whether she takes an experience point penalty for multiclassing.

ROCK GNOMES (standard gnomes)
  • +2 Constitution, –2 Strength.
  • Small: As a Small creature, a gnome gains a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, and a +4 size bonus on Hide checks, but he uses smaller weapons than humans use, and his lifting and carrying limits are three-quarters of those of a Medium character.
  • Gnome base land speed is 20 feet.
  • Low-Light Vision: A gnome can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. He retains the ability to distinguish color and detail under these conditions.
  • Weapon Familiarity: Gnomes proficient with Picks and Hammers are automatically proficient with exotic picks and hammers as well.
  • +3 racial bonus on saving throws made to disbelieve spells or effects.
  • Add +1 to the Difficulty Class of saving throws made to disbelieve spells and effects produced by gnomes.
  • +1 racial bonus on attack rolls against kobolds and goblinoids.
  • +4 dodge bonus to Armor Class against monsters of the giant type. Any time a creature loses its Dexterity bonus (if any) to Armor Class, such as when it’s caught flat-footed, it loses its dodge bonus, too.
  • +2 racial bonus on Craft (alchemy) and Listen checks.
  • Automatic Languages: Common and Gnome. Bonus Languages: Draconic, Dwarven, Elven, Giant, Goblin, and Orc.
  • Spell-Like Abilities: 1/day—speak with animals (burrowing mammal only, duration 1 minute). A gnome with a Charisma score of at least 10 also has the following spell-like abilities: 1/day—dancing lights, ghost sound, prestidigitation. Caster level 1st; save DC 10 + gnome’s Cha modifier + spell level.
  • Favored Class: Bard. A multiclass gnome’s bard class does not count when determining whether he takes an experience point penalty.

SHIELD DWARVES (standard dwarves)
  • +2 Constitution, –2 Charisma.
  • Medium: As Medium creatures, dwarves have no special bonuses or penalties due to their size.
  • Dwarf base land speed is 20 feet. However, dwarves can move at this speed even when wearing medium or heavy armor or when carrying a medium or heavy load (unlike other creatures, whose speed is reduced in such situations).
  • Darkvision: Dwarves can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and dwarves can function just fine with no light at all.
  • +2 racial bonus on Search checks made in areas of rocky, mountainous or underground terrain and in areas constructed of stone.
  • Weapon Familiarity: Dwarves proficient with Axes are automatically proficient with exotic axes as well.
  • Stability: A dwarf in his true form gains a +4 bonus on ability checks made to resist being bull rushed or tripped when standing on the ground (but not when climbing, flying, riding, or otherwise not standing firmly on the ground).
  • +2 racial bonus on saving throws against poison.
  • +2 racial bonus on saving throws against any effect that allows spell resistance.
  • +1 racial bonus on attack rolls against orcs and goblinoids.
  • +4 dodge bonus to Armor Class against monsters of the giant type. Any time a creature loses its Dexterity bonus (if any) to Armor Class, such as when it’s caught flat-footed, it loses its dodge bonus, too.
  • +2 racial bonus on Appraise and Craft checks that are related to stone or metal items.
  • +2 racial bonus on Knowledge (architecture and engineering) checks related to stone.
  • Automatic Languages: Common and Dwarven. Bonus Languages: Giant, Gnome, Goblin, Orc, Terran, and Undercommon.
  • Favored Class: Fighter. A multiclass dwarf’s fighter class does not count when determining whether he takes an experience point penalty for multiclassing.

LIGHTFOOT HALFLINGS (standard halfings)
  • +2 Dexterity, –2 Strength.
  • Small: As a Small creature, a halfling gains a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, and a +4 size bonus on Hide checks, but she uses smaller weapons than humans use, and her lifting and carrying limits are three-quarters of those of a Medium character.
  • Halfling base land speed is 20 feet.
  • Weapon Familiarity: Halflings proficent with Slings and Thrown Weapons are automatically proficent with exotic slings and thrown weapons as well.
  • +2 racial bonus on Climb, Jump, Listen and Move Silently checks.
  • +1 racial bonus on all saving throws.
  • +3 racial bonus on saving throws against fear.
  • +1 racial bonus on attack rolls with thrown weapons and slings.
  • Automatic Languages: Common and Halfling. Bonus Languages: Dwarven, Elven, Gnome, Goblin, and Orc.
  • Favored Class: Rogue. A multiclass halfling’s rogue class does not count when determining whether she takes an experience point penalty for multiclassing.

GHOSTWISE HALFLINGS
Ghostwise halfings gain all the traits of halflings in the PH as well as the following:
  • Ghostwise halfings do not gain the +1 racial bonus to all saving throws that lightfoot halfings do.
  • Naturally Psionic: Ghostwise halflings gain 1 bonus power point at 1st level. This benefit does not grant them the ability to manifest powers unless they gain that ability through another source, such as levels in a psionic class.
  • Psi-Like Ability: At will—missive (EPH 121). Manifester level equal to Hit Dice.
  • Favored Class: Barbarian. A multiclass ghostwise halfling’s barbarian class does not count when determining whether she takes an experience point penalty for multiclassing.

STAR ELVES
Star elves gain all the traits of elves in the PH as well as the following:
  • +2 Charisma, -2 Constitution.  These ability adjustments replace those gained by moon elves.
  • Star elves do not gain proficiency with any racial weapon groups.
  • Naturally Psionic: Star elves gain 3 bonus power points at 1st level. This benefit does not grant them the ability to manifest powers unless they gain that ability through another source, such as levels in a psionic class.
  • Otherworldly Touch (Su): By spending 1 power point as a free or immediate action, a star elf may bestow himself and all the gear he possesses with the ghost touch property for a number of rounds equal to 2 + his Hit Dice.
  • Favored Class: Wilder. A multiclass star elf's wilder class does not count when determining whether she takes an experience point penalty for multiclassing.

MOUNTAIN ORCS
  • +4 Strength, -2 Intelligence, -2 Wisdom, -2 Charisma.
    A mountain orc's starting Intelligence score is always at least 3. If this adjustment would lower the character's score to 1 or 2, his score is nevertheless 3.
  • Medium: As Medium creatures, mountain orcs have no special bonuses or penalties due to their size.
  • Mountain orc base land speed is 30 feet.
  • Darkvision: Mountain orcs can see in the dark up to 90 feet. Darkvision is black and white only, but it is otherwise like normal sight, and mountain orcs can function just fine with no light at all.
  • Light Sensitivity (Ex): Mountain orcs are dazzled in sunlight or within the radius of a daylight spell.
  • Weapon Group Proficiency: Mountain Orcs are proficient with any one group of weapons in addition to any others.
  • +2 racial bonus on Intimidate and Survival checks.
  • Automatic Languages: Common and Orc. Bonus Languages: Undercommon, Goblin, Giant, Dwarven, Gnoll.
  • Favored Class: Barbarian. A multiclass mountain orc’s barbarian class does not count when determining whether he takes an experience point penalty.

GOBLIN
  • Humanoid (Goblinoid)
  • -2 Strength, +2 Dexterity, -2 Charisma.
  • Small: +1 bonus to Armor Class, +1 bonus on attack rolls, +4 bonus on Hide checks, -4 penalty on grapple checks, lifting and carrying limits three-quarters of those of a Medium character.
  • A goblin’s base land speed is 30 feet.
  • Darkvision: Goblins can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and goblins can function just fine with no light at all.
  • +4 racial bonus on Climb, Move Silently and Ride checks.
  • Automatic Languages: Common, Goblin. Bonus Languages: Draconic, Elven, Giant, Gnoll, Orc.
  • Favored Class: Rogue. A multiclass goblin’s rogue class does not count when determining whether he takes an experience point penalty.
Goblin Racial and Regional Feats:
Treetopper (PGtF 46)

BLUE
  • Humanoid (Goblinoid)
  • -2 Strength, +2 Intelligence, -2 Charisma.
  • Small: +1 bonus to Armor Class, +1 bonus on attack rolls, +4 bonus on Hide checks, -4 penalty on grapple checks, lifting and carrying limits three-quarters of those of a Medium character.
  • A blue’s base land speed is 30 feet.
  • Darkvision: Goblins can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and blues can function just fine with no light at all.
  • +4 racial bonus on Move Silently checks.
  • Naturally Psionic: Blue Goblins gain 1 bonus power point at 1st level. This benefit does not grant them the ability to manifest powers unless they gain that ability through another source, such as levels in a psionic class.
  • Psi-like Ability: At will—empathy. Manifester level equals Hit Dice. Charisma-based save DC.
  • Automatic Languages: Common, Goblin. Bonus Languages: Draconic, Elven, Giant, Gnoll, Orc.
  • Favored Class: Psion. A multiclass blue’s psion class does not count when determining whether he takes an experience point penalty.

HOBGOBLIN
  • Humanoid (Goblinoid)
  • +2 Dexterity, +2 Constitution
  • Medium: As Medium creatures, hobgoblins have no special bonuses or penalties
  • Hobgoblin base land speed is 40 feet.
  • Darkvision: Goblins can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and hobgoblins can function just fine with no light at all.
  • Weapon Group Proficiency: Hobgoblins are proficient with any one group of weapons in addition to any others.
  • Bonus feat at first level from the list of fighter bonus feats.
  • +1 racial bonus to natural armor.
  • +4 racial bonus on Move Silently checks.
  • Automatic Languages: Common and Goblin.
  • Favored Class: Fighter. A multiclass hobgoblin’s fighter class does not count when determining whether he takes an experience point penalty.
  • Level Adjustment: +1.
Hobgoblin Racial and Regional Feats:
Battle Hardened (RoS 137)